- From: Olivier Thereaux <notifications@github.com>
- Date: Wed, 11 Sep 2013 07:29:56 -0700
- To: WebAudio/web-audio-api <web-audio-api@noreply.github.com>
Received on Wednesday, 11 September 2013 14:36:22 UTC
> [Original comment](https://www.w3.org/Bugs/Public/show_bug.cgi?id=17415#34) by Robert O'Callahan (Mozilla) on W3C Bugzilla. Sun, 08 Jul 2012 22:14:53 GMT (In reply to [comment #33](#issuecomment-24244505)) > The whole discussion about the main thread being very poor for audio streaming > seems to be somewhat overplayed. Proper web applications that use the main > thread should ration their event queue properly. See comment #21. (In reply to [comment #34](#issuecomment-24244511)) > > For use-cases such as "run an emulator producing sound and graphics", the best > > solution is to provide Worker access to canvas as well as audio. Then you can > > have reliable audio and a reliable frame rate as well. > > What about lack of hardware acceleration? That'll block audio as long as gfx is > on the same thread as audio, which in my case is a must for low lag sync. If you must have audio on the same thread as graphics, and that causes glitches because the device is simply overloaded, then so be it; that is unavoidable. See comment #29. --- Reply to this email directly or view it on GitHub: https://github.com/WebAudio/web-audio-api/issues/113#issuecomment-24244517
Received on Wednesday, 11 September 2013 14:36:22 UTC